Frequently Asked Questions & Pro Tips Q

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Justice League – Axis of Villains Strategy Board Game Frequently Asked Questions & Pro Tips Q: How do you use Villain Cards? A: During set up, shuffle the Villain Cards and place them face down. Draw a Villain Card whenever a villain stops exactly on a Hot Spot Space (but not if he passes over the space). If multiple villains stop on the same space, draw only one card for that group of villains. When a villain or a group of villains stops on a Hot Spot space you will draw one Villain Card for each Hot Spot space stopped on. For example: You roll the dice and all villains in sector 6 move two spaces toward the Satellite. This ends up moving two villains together onto the Hot Spot Space where they stop. Because of this you draw a Villain Card, but only one Villain Card regardless of the number of villains. Read the Villain Card and resolve it before moving on with your turn. Below you will find some additional detail for each of the four main types of Villain Cards: This type of Villain Card moves the villains toward the Satellite, just like on certain die rolls. The difference being, the Villain Card moves ALL villains on the board closer to the Satellite, not just those in the sector rolled on the Number Die. In some extreme cases this could lead to multiple Hot Spot spaces having villains stop on them. This type of Villain Card has you take one of the face‐down villains not currently in the game, reveal it, and then add it to the board. After revealing the new villain you roll the Number Die and place that new villain face‐up in the outermost space of the sector that matches the number you just rolled. These are the Ultra Villain Cards. When one of these is revealed, you find the matching villain tile, roll the Number Die, and then place the Ultra Villain face‐up in the outermost space of the sector that matches the number you just rolled. This type of Villain Card allows previously captured villains to escape and return to the game board. Sometimes it will be all the villains with the lowest strength and other times it will be the villains with the highest strength. Collect all the villains that meet the requirement on the card (lowest/highest strength) then roll the Number Die and place the villain face‐up in the outermost space of the sector that matches the number you just rolled. Repeat this process for each of the villains that is being returned to the game board. 1 Justice League – Axis of Villains Strategy Board Game FAQ & Pro Tips Version updated: 9/12/2013 If you haven’t captured any villains when a Villain Card like this appears you should count yourself lucky, the more times the villains escape the harder it will be to win. If a Villain Card triggers additional Villain Cards, move all the villains based on the first Villain Card before drawing any additional Villain Cards. Then count the number of Hot Spot spaces villains are currently on—that will tell you how many more Villain Cards you need to draw. Go through each new Villain Card one at a time to resolve them. Q: Can you play more than one Power Card per turn? A: Yes, you may play any number of Power Cards on your turn. For example, Superman could move to any space, use his super breath to push a villain back, then fly to another space and push another villain back. This would take three to four Power Cards and the right combination of spaces, but it is possible. Remember: Once you have attacked, whether you won or lost the combat, your turn is over. So if you want to fly around the board and push a bunch of villains away from the Satellite you should do that before trying to capture one. Q: Do the villains have to land exactly on the satellite for it to be destroyed? A: No. Q: Do characters have to be on the same space as Batman to use his battle ability? A: No, they do not need to be on the same space as Batman to use his battle ability. However, because it is still the Batman player’s turn, the only combat that will take place is the combat on the space Batman is standing on. Q: In the set up of the game it says we should use the Arch Villains for the heroes that we are playing with, but could we play with different villains? A: Yes! But it’s worth noting this will make the game more challenging. Q: Since we only start with eight villains on the board, if we capture them all before any more are added, is the game over? A: As soon as you capture the last villain from the game board the Justice League wins! Q: Do I have to attack a villain on my turn or can I decide to end my turn after moving? A: You do not have to attack a villain on your turn. You can end your turn after you’ve rolled JL on the Control Die, even if you haven’t moved. 2 Justice League – Axis of Villains Strategy Board Game FAQ & Pro Tips Version updated: 9/12/2013 Q: Do Power and Villain Cards reshuffle when done being used? A: Once you have exhausted the pile of Power Cards, leaving only those in the discard pile and likely some in players’ possessions, then yes, you should shuffle the Power Cards in the discard pile and place them face down again to continue game play. The same is true for the Villain Cards once all of them have been flipped over, leaving none left to draw. Q: If there is more than one villain on a space can a hero/heroes fight each villain individually or do the villains fight with their combined strength? A: If your hero lands on the same space as one or more villains (Arch Villains and/or Ultra Villains) you may attack ONE villain of your choice, but not more. You can team up with any other heroes on the same space, combining powers, but combat is always between one villain and one or more heroes. Villains cannot combine their strength against you. Q: When a villain is forced to move and it passes through a hero’s space, does that hero get to attack that villain? Or has he snuck past the hero? A: Each turn is divided by first moving the villains, then getting your hero into the action when the JL is eventually rolled on the control die. As a result, a villain that passes over a hero should be considered to have snuck past that hero. This is because, for example, if you are moving the villain on your turn (you are The Flash) and the villain passes over your hero The Flash, he cannot take action since the JL has not yet been rolled. Additionally, if the villain passes over your hero while being moved by another player, you cannot take action because it is not your turn. Q: The villains have beaten me and my friends every time we have played, how can the Justice League win? A: When the greatest villains are working together it can be hard being the heroes. However, the Justice League can indeed win! Below are some tips and strategies that might help out the next time you play.  Don’t let the weaker villains fool you, if you plan on taking them on by yourself go after the Arch Villains of the hero you are playing. Every extra die roll you can get could mean the difference between victory and defeat.  Remember the Justice League is a team and each hero has a way to help teammates move around the board faster. This can be essential to taking out stronger villains.  Early in the game, try to use the right combination of heroes against weaker villains so you don’t need to use your Power Cards until you start fighting the stronger villains later.  Even if you think you can take a weaker villain on by yourself, having teammates help in the capture rewards the team with more total Power Cards over the course of the game. For example: If you’re playing as Batman and I capture Mr. Freeze by yourself, you will gain one Power Card, but if your two friends help you capture Mr. Freeze, even though 3 Justice League – Axis of Villains Strategy Board Game FAQ & Pro Tips Version updated: 9/12/2013 
he is a weaker villain, you each gain one Power Card. So, you would gain one total Power Card if you work alone, but your team would gain three total Power Cards if all three of you work together, even against a weaker villain. Try and capture villains before they can land on a Hot Spot Space. The more times villains land on Hot Spot Spaces, the greater the chances are that the Ultra Villains will show up and attack the Satellite as well. Hero Strategies: Remember the Justice League is a team of heroes—they work best when they work together! Planning ahead and talking about when to use powers and who should use them can mean the difference between victory and defeat. Batman: Master Strategist –Normally teammates can’t play cards during your turn and thus would not be able to add extra die rolls or use abilities from Power Cards during your combat, but Master Strategist allows this to happen. Keep in mind this does not allow teammates to do solo combat on Batman’s turn, play cards that add die rolls for team combat, or use their other abilities. This is a great ability to use when you and your teammates need to take out a very strong villain—
particularly those Ultra Villains you’ll need more die rolls to capture. Here is one example of many possible scenarios with Master Strategist: The Batman player moves to the space with Darkseid and declares an attack against Darkseid, but before rolling he uses his Master Strategist ability allowing other heroes to play Power Cards during his combat round. The Superman player then plays a Power Card and uses his Faster Than a Speeding Bullet ability to move himself and the Green Lantern player over to the same space as Batman and Darkseid. Then the Green Lantern player plays a Power Card and uses his Shielded Flight ability to bring the Flash player to the same space as everyone else. Now all four heroes are fighting the strongest Ultra Villain together and can still play Power Cards to add die rolls and improve their chances of capturing the strongest villain in the game. Bat‐Line – Use this ability before moving to quickly jump around the board and get in position to help your teammates in the next combat. Once you’ve used Bat‐Line, you can finish moving for the turn like you normally would. Green Lantern: Shielded Flight – As Green Lantern, you should be using Shielded Flight to move over the hero who rolls the most times against the villain you are planning to fight that turn. In most cases this should bring you up to three rolls if you don’t use any other Power Cards. Hero Construct – Against strong Arch Villains, using a combination of Shielded Flight and Hero 4 Justice League – Axis of Villains Strategy Board Game FAQ & Pro Tips Version updated: 9/12/2013 Construct can give you four rolls to capture the villain even before playing any other Power Cards. Superman : Super Breath – This is a great ability to use if a villain is getting too close to the Satellite, especially in the case of Ultra Villains that can destroy the Satellite all by themselves. You don’t have to be on the same space as the villain, you just have to be in the same sector and on the correct color space to play a Power Card that will let you use Super Breath. Sometimes it’s best to move the villains back to the outermost space in a sector and fight them as a team later. Faster than a Speeding Bullet – This ability is a great way to have three die rolls against most villains whenever you want. Superman can bring along a hero that rolls more times against the particular villain and you start with a three‐roll advantage. Against the Ultra Villains you would only have one extra die roll but you need every roll you can get against them. The Flash: Helping Hand –The Flash can use this power to move another hero onto the space with a villain you are trying to capture so they can assist you. Helping Hand can also be used to help get another hero around the board faster, possibly moving them into a better position for their next turn. When The Flash uses this ability he does not have to be on the same space as the hero he is helping—he can choose any hero, anywhere on the game board. Future Sight – The Flash can use this ability to help decide how many Power Cards, if any, he needs to play against a villain. Number Die Average: Knowing the average roll of the Number Die can help you decide when to attack a villain, when you should use a Power Card to add more die rolls, and so on. On a single roll of the Number Die the average score is 4.5. Each additional roll adds another 4.5, on average. One roll = 4.5 Two rolls = 9 Three rolls = 13.5 Four rolls = 18 Five rolls = 21.5 However, by the very nature of averages and dice, you cannot always count on rolling the average. Keep in mind your hero’s number of rolls against a particular villain. If you only have one roll for 5 Justice League – Axis of Villains Strategy Board Game FAQ & Pro Tips Version updated: 9/12/2013 the Number Die, even the weakest villain with a strength of 7 can be difficult to capture. Only a roll of 8 can beat him, so more times than not the villain will win and send you back to the Satellite. 6 Justice League – Axis of Villains Strategy Board Game FAQ & Pro Tips Version updated: 9/12/2013 
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